Developers of Empires Apart – a new upcoming challenging RTS in the footsteps of masterpieces like Age of Empires 2 – have published a brand-new development vlog!

Over the past two years, people at DESTINTYbit have worked hard on a game that's aiming to revitalize the classic RTS formula. We are now finally able to show some new pre-alpha footage featuring a close look to art style and a few core new mechanics!

“We’re giving the community the game they want”, said Gian Paolo Vernocchi, DESTINYbit’s co-founder. “Our open approach to development assures us a constant stream of feedback from fans of the genre. We’re trying to solve the problems other titles are facing - like desyncs - and at the same time innovate where we can. This is the result of two years of our efforts and we hope that we will finally deliver the game that the community wants in 2017”.

This game is planned to release in the second half of 2017 and has already generated a vast amount of interest amongst fans and media. This is definitely aiming to be one of the most anticipated strategy titles of 2017!

In our previous dev diaries we focused on the different available game modes, as well as the design behind the UI. Today we are going to cover a number of different subjects, but all have something in common: why we decided to make Empires Apart.

It’s no secret that we drew heavy inspiration from games that marked our childhood: Age of Empires, Empire Earth, and others. We wanted to bring back that feeling, the familiar atmosphere of games we loved, but also add our own touch, as well as modernize the formula, bring it to 2018’s standards. Empires Apart is, basically, the game we wanted to play.

“Everyone was talking and chatting, when slowly came into sight the first tank I ever saw. Not a monster but a very graceful machine with beautiful lines…. Here was the missing tool of penetration, the answer to the dominance on the battlefield of small-arms fire.”—J.F.C. Fuller

Matrix Games/Slitherine’s upcoming release of Brian Kelly’s Desert War 1940-42 uses a simple game mechanic often found in WWII board games. It gives tank units a “special place” in the player’s toolbox—a positive shift to the combat force ratio if attacking, and the opposite when defending. Coming up short of attack factors? No problem! Throw in some tanks. A 1 to 1 attack can become a 2 to 1, 3 to 1, 4 to 1, etc. In Desert War 1940

Hello everyone, and welcome to our last Dev Diary for Check Your 6! Today we're going to talk about aircraft Speed, Movement and Control. You can find a quick preview down below, if you want to read the whole Dev Diary just click HERE.